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[SS] CornCobMan's Fun Mod version 1.75 (07/05/2013)

  1. #2051
    The flying one corncobman's Avatar
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    The Tyranids economy starts off pretty slow but it can gather speed very quickly. You need to keep them off points if possible and destroy those Reclamation Pools because they increase the Nids economy as well. The IG economy is no slouch though, it's probably the best of the other races, tech to vehicles as soon as you can and Hellhounds should make your life much easier.

    Flamers are good but don't rely too much on them. Genestealers are powerful but are quite fragile so focus firing on them and they should go down quite easily. The Broodlord is a different kettle of fish. Stay away at all costs. Grenade Launchers when available should help enormously due to the area of effect and knockback. Aggressive use of bunker buildings should help a lot too. Build Infantry Commands quite close to the enemy so you can fall back to it with your troops and use its guns to soften the enemy up, it's quite effective because of its cheapness. Also you can keep a Enginseer nearby and use it to repair and help out with the guns if necessary.

    IG Turrets are great but don't spend all your time building them, build a few in key areas, and support them with your troops and an Enginseer to repair. Turtling with IG works better than with other races but being attack minded works better generally.
    -It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
    -Make something idiot proof and nature will create a better idiot.-
    -Me fail English? That's unpossible!-

  2. #2052
    Are you ever going to add the Daemonhunters compatible with your mod as well? If not, why? If yes, cool.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  3. #2053
    The flying one corncobman's Avatar
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    Once the proper version gets released for Soulstorm I'll make it compatible.

  4. #2054
    Member Rotlung's Avatar
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    Tyranid HQ icons seem completely out of place now. Hive Node construction is not sped up by the Test wincondition.
    Tyranid synapse aura and toxic miasma upgrades are not reflected in defprofiles keydefaults.ini.

    Hmm apart from that really solid release! Would be good for a quick fix on the HQ icons placement.
    Quote Originally Posted by chelovek_veliki
    Three FW squads plus Pathfinders plus snares and your base will be as unapproachable as I was by girls in high school.

  5. #2055


    Also, I haven't seen this fix in the updates of your version changes, but when I played version 1.62 of the mod, the Great Unclean One's ability (I think it is the winds of Nurgle or something like that) when you click a location, the effect just spawns with no animation or anything, I found it kind of strange.

    There is also a sound error with the Chaos Lord's possession of the Daemon Prince. Sound error as in no sound at all, fixing that could require MAX, so I would use the normal Bloodthirster possession, I don't see why not as it works just fine.

    Any thoughts on making Flayed Ones burrow underground if the animation is valid?

    EDIT: Also, why are the Mechanized and Infantry Commands limited? Doesn't make any sense.

    The Leman Russ Chassis Lascannon outranges the other guns of the Leman Russ Tank, perhaps a similar range to all other guns will do. Found out also that some of the heroes of the Imperial Guard does not have increased health when the heroes extra health win condition is on.
    Last edited by Cylarne_04; 16th Apr 11 at 1:00 PM.

  6. #2056
    The flying one corncobman's Avatar
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    Infantry and Mechanized Commands, like all production buildings are limited to 3 per HQ. If you want to build more you need to build more HQ buildings. I might increase the limit on Infantry Commands.

    EDIT:

    Infantry Commands are limited to 4 per HQ


    The GUO abilities should be fixed in the most recent version. Not sure about the Daemon Prince.

    If there were Flayed One burrowing animations, I'd probably make them burrow again.

    The IG mini heroes I put into the troop list, perhaps I need to fix that.
    Last edited by corncobman; 17th Apr 11 at 2:46 AM.

  7. #2057
    The flying one corncobman's Avatar
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    Tyranids quick fix:

    EDIT: See down below
    Last edited by corncobman; 18th Apr 11 at 1:16 PM.

  8. #2058
    Member Rotlung's Avatar
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    There's a typo in tyranids_hq.rgd that's crashing the game, under ability_10, "abilities\tyranids_buildingq_miasmax2.lua".

    I managed to fix it. The tooltip name for the HQ miasma is wrong though, it displays the message instead of the title.

  9. #2059

  10. #2060
    Member Rotlung's Avatar
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    Yep pretty solid now!

    Updated keydefaults (accomodates new Tyranid updates): http://www.megaupload.com/?d=2XPQYOFD

  11. #2061
    The flying one corncobman's Avatar
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    Hi guys. I've made a mini-mod which removes the build limits for most of the units which I'll probably release over the next few days.

    As for the mod itself, I don't know if I should release what I have done so far (which isn't really that much) or wait until I have made some more changes.

  12. #2062
    There's no hurry really. Give us some time to spot more bugs and whatnot.

  13. #2063
    Member Rotlung's Avatar
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    What RMX said. I'd have a lot more to say if it weren't for my ongoing uni exams.

    I'll just throw this out first (haven't thought that much about it to be honest): Zoanthrope's damage ability seems very powerful... lower radius than Farseer's psychic storm, but damage worth several Librarian smites? It's not exactly gamebreaking, but if you don't happen to be watching your guys to move them away from the blasts, it would be very punishing for that squad (something either the Farseer and the Librarian wished they could do!). I quite like its current status as a tyranid nuke though, after all zoanthropes need to be good at something.

    Feel kind of bad as I'm proposing quite a number of nerfs for the tyranids though.

  14. #2064
    The flying one corncobman's Avatar
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    OK, I'll probably reduce the Zoanthrope ability damage a bit, and maybe increase the Librarian Smite ability damage in later tiers.

  15. #2065
    Yeah that Zoanthrope is retardedly powerful with it's psychic blast. I think it's armor should be lowered and it's attack stay the same; it's got vehicle armor I think, so it's tough to destroy without rockets and lasers, and I always assumed them to be fragile - a chainsword should be able to kill it more easily than it is right now.
    Destroy to create. All for the hunt to dominate.

  16. #2066
    Member Rotlung's Avatar
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    Zoanthropes typically have psychic shields, not exactly very durable but still offers some protection. If I remember correctly Zoanthropes have Light Vehicle armour, which basically means they're about as easy to crack as sentinels while lacking the speed and reinforcement capability of the sentinels.

    Perhaps bring them to Elite Heavy Infantry and make them take additional damage when broken, but this renders most AV somewhat ineffective against it. For such a midgame unit you'd expect some AV on the field to take them out already.

    If armour is brought down however I guess its ability could remain unchanged since they're slightly more counterable.

    Anyway they are just some recommendations!

  17. #2067
    The flying one corncobman's Avatar
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    Yep, Vehicle Low so same toughness as a Reaver Jetbike or, as Riotlung rightly said, a Sentinel.

    Elite Heavy Infantry might be interesting, requiring stuff like Plasma Guns or Sniper like weapons, but could prove to be too strong against normal weapons as Vehicle Low takes quite a lot of damage from everything.

  18. #2068
    Member Rotlung's Avatar
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    Tyranid AI is not updated, resulting in some lockups on the AI. In one case, AI hoarded 4k req, while the other was pumping out lots of troops. Error message in console reveals AI trying to research toxic miasma research for listening posts.

  19. #2069
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    Played against Orks with SM last night, and the regular Land Raider's lascannons seem to only do around 30 points of damage to a fighta-bomba on Standard difficulty; fightas also seem to have a large LoS, because they can continue pelting my units from quite deep inside the FoW without me being able to respond, and nothing I can bring to bear to them does much damage (tried krak Tempests, had 3 marines squads with 2 MLs each, 4 plasma cannons from the devs, an LC/MM dreadnought and a regular land Raider, and it still took several volleys from each squad to bring it down to red health, at which point it flew off).

    Tyranids seem fine, but as Riotlung said, they seem to lock up and not do anything. In the most recent game me and the two IG AIs were able to kill off the only base that continued to function and proceeded to steamroll the second base, whilst its army sat unmoving in the middle of the third Nid base. It took a good amount of provocation to draw the third nid AI's army out, but all it seemed to do was send stuff in small waves and teleport the trygon in and out.
    Chaos Scores:
    Wins:7/Draws: 2/Losses: 3

    Tau Scores:
    Wins:5/Draws: 1/Losses: 0

  20. #2070
    The flying one corncobman's Avatar
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    SM Missile Launchers should be very effective against aircraft. Each missile does around 500-600 damage to aircraft so it would take about 5 hits to kill a Fighta Bomma. If you have 3 squads upgraded with 2 missiles each, it would take 1 volley from each squad (assuming each missile hits) to down the Fighta Bomma. It's not 100% accurate though and has a long reload time so misses can hinder the effectiveness quite a lot.

    Dreadnought Lascannon does around 240-290 damage to air units, so it's about half as effective as a SM Missile Launcher, but you can upgrade two weapons on a Dread. The Dread Multi Melta does less damage to air units, but more damage to other vehicles.

    The Land Raider Lascannon doesn't seem to have any armour penetration set for aircraft, which means it's doing much less damage than it's supposed to. Once I fix it, it'll probably do around 5 times the damage to air compared to what it's currently doing.

    Devastator Plasma Cannons do very little damage, they are useful for the knockback and the area of effect but not much else.

    Tempest Krak Missiles should be moderately effective against aircraft and seeing as it's not a fighter I don't really see a need for changing it much.

    ---------------------------------------------------------------------------------

    The Tyranids AI should be fixed for the next release, which should be fairly soon. I've edited the campaign stronghold missions so some of the new units get created and I need to make sure they are working properly.

  21. #2071
    Member Avatar 720's Avatar
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    I'm not looking to change damage vs aircraft (plasma cannons for example shouldn't do a whole lot as is currently true) apart from the LR's lascannons, but simply mentioned the weapons aimed at the bomba to show the scale of the attack, normally I wouldn't be aiming plasma cannons at a bomba, and the multi-melta on the dread would be trained on ground targets, but I had little else to target (my preds and LRR were holding off the horde, the whilsting of the bomba's missiles just got on my nerves, so I used whatever I had at my base to try and shoot it down).

    I'll try and test again, but the MLs didn't seem to be doing the damage they're supposed to, the hits I got only seemed to dent the health bar a small amount, but I might've missed a few missiles passing through the bomba and not scoring a hit; might've saved the replay so i'll go over it and check.

  22. #2072
    The flying one corncobman's Avatar
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    Update:

    Attrib file here or here or here


    Tyranids addon here or here or here
    Last edited by corncobman; 8th May 11 at 8:32 AM.

  23. #2073
    Member Rotlung's Avatar
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    Gridkeys update for 1.64:
    http://www.megaupload.com/?d=29RJVP6Q

  24. #2074
    Member Seto Kaiba's Avatar
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    Got problems with the Sisters' AI.
    Doesn't move at all. Some mispelling?
    Thanks ^^

  25. #2075
    Same with the SM Ai

    2x
    Sometimes, a majority means that all fools are on the same side. (even so "Sometimes" seems to happen rather often)

  26. #2076
    The flying one corncobman's Avatar
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    Yeah, I probably misspelt the name of a unit or something.

    I'll try to get a fix as soon as possible.

  27. #2077
    Do you release a new version randomly or like on a schedule?

  28. #2078
    The flying one corncobman's Avatar
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    I normally release stuff over the weekend, but only if I feel ready.

    Other than that, there's no schedule really.

    EDIT: AI fix has been uploaded here

    http://www.megaupload.com/?d=WD43JMZF
    Last edited by corncobman; 19th May 11 at 7:04 AM.

  29. #2079
    Member Seto Kaiba's Avatar
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    Thank you!
    Super quick ^^

  30. #2080
    I'm a long standing fan of this mod and have posted before about it. I've just downloaded the latest version and er, I don't like the changes you've made to some of the race colour schemes. Perhaps they've always been this way and I never noticed - I previously only played IG with this mod.

    I'm curious to know why the dark eldar are now 50% green? They look awful. It just seems so obvious (to me anyway) that they and their buildings should be the pitch black they originally were, why change that? And why are the "blood" ravens now purple? I much preferred the old red/gold scheme. Why are the Tau now grey? Has all this been done for fluff? I'm genuinely interested - what's the reason?

    My thoughts:

    DE = gone from pitch black to light green = much worse
    Eldar = gone from light grey to blue and yellow = more garish but okay
    Chaos = gone from drab brown to red and gold = much better
    IG = now has old scarred face and red slash = much better
    Necron = no difference I can see
    Orks = no difference I can see
    Sisters of Battle = gone from white to OTT battle armor with boobs = much better
    SM = gone from red and gold to purple = much worse
    Tau = gone from red to grey with orange stripes = okay but looks a bit boring (I'd prefer orange body and grey stripes)

    So there we go. I'd really like you to bring back the original SM and Dark Eldar colour schemes and maybe improve the Tau. Everything else is an improvement but to me, they are a change too far and the original colour schemes are still the best.

    Any thoughts on this?

  31. #2081
    I think the textures are fine. Dude, gb2006, I don't think Corncobman would bother to waste his time on an unappreciated fan. Textures take a long time to do anyways, and the textures by the way aren't bad or worse, whatever. Awful?

    I'm curious to know why the dark eldar are now 50% green? They look awful.
    Ouch, no. The Dark Eldar textures are fine too.

    "blood" ravens now purple?
    Ah, perhaps you got some texture issues. I saw no "purple". <-- reinstall, try that.

  32. #2082
    The flying one corncobman's Avatar
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    Colour schemes were changed because I felt like it.

    Dark Eldar colour scheme I changed because it was pretty similar to the SoB colour so I made them green to give a bit of contrast. I quite like the green scheme.

    SM campaign colours were changed purely for comedy effect. If you've read the Turn Signals On A Land Raider web comics (tsoalr.com), the Emperor's Pointy Sticks army inspired the colours.

    While the SoB colour scheme has changed, the models have not so I'm a little confused as to why you mentioned the boobs when I haven't done anything to them.

    I'm waiting on some new campaign voice files for the SM Force Commander and Chaos Lord, once they've been finished, I'm going to be changing some of the names and dialog in the campaign cut scenes.

  33. #2083
    Thanks for the reply. It's your mod, you can do whatever you want with it. These are just my thoughts to ignore or consider as you like.

    I haven't read the comic. So the SM colour scheme is a deliberate joke - interesting. Is that really fair though to SM fans who want to play this mod?

    Dark Eldar as green? I just don't get it. Orks iz green; a Dark Eldar army should be as black as your darkest nightmares. I see what you mean about needing to contrast with the SoB but I think you've gone the wrong way.

    I didn't really fully check out the SoB (never had any interest in playing them) and while I appreciate the changes are more interesting and their new grimdark look is cool, on further reflection I think that's wrong too and should be changed back to their virginal white. Spiritual purity is what the SoB is all about – and white is the classic colour for that. The new colour scheme is interesting for a while but ultimately a gimmick that you should not feel compelled to stick with.

    As for the boobs, compare the old Cannoness with the new in the race selection screen. Don't you think the gold trim really brings out that cleavage? That was all I meant by that.

    So there we go. I complain because I care :-)

  34. #2084
    Member Setsuna269's Avatar
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    Don't forget this is brother CornCobMan FUN MOD!So don't complain to much about colour schemes.He already said that changes for more comedy and I like comedy

  35. #2085
    The flying one corncobman's Avatar
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    I prefer the SoB colour scheme because it's much more exciting and it's also used as one of the main factions for the SoB army and used in a lot of illustrations.




    The default DE army isn't black but a dark blue/purply colour. Anyway, I'll think about changing the DE colours but I'm not sure.
    Last edited by corncobman; 22nd May 11 at 4:50 PM.

  36. #2086
    The flying one corncobman's Avatar
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    Bit o' news.

    I'll probably be including the Chaos Lord model from the Purgation of Kaurava mod by Meloo which has more randomised bits and enable me to give it some visual wargear upgrading. Other than that not much to shout about really.

  37. #2087
    Yay. Yeah the lord is very cool. (Still gotta play that mod and figure out what I did wrong throughout the 11 files.) Is Melooo strict about the use of his models? Or is it free to use as long as credit is given?

    Also, just downloaded the latest today, I like your Eldar. Especially the new kick ass Wraith Guard. The only thing I see annoying is the Dark Eldar ai attacking you squad by squad, they're supposed to be annoying, I like that, how did you do that? The only thing I don't like about the Eldar are the Webway Gate tactics where you have to purchase add-ons. I find at least the cost to be a bit high (for each add-on). 50/50 seems expensive for both the relocation add-on and the shroud, perhaps 50/10 seems reasonable because you'd have to upgrade all Webway Gates and it can be annoying. Unless of course you could reapply that research, but that could take forever. Over all I just find Webway Gates horribly pointless when the Eldar relies on them the most.

    Question, about your Webway Gate tunnel system, how do you get troops from one Webway to the next? I don't use IG tunnels and I don't know how tunnels work, but the Eldar sometimes don't have their garrisoned Webway Gate squads showing.

  38. #2088
    Member Rotlung's Avatar
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    The add-on system is harsher than the original research system in vanilla SS but they aren't exactly very expensive by lategame, which is when you'd probably start throwing webway gates in many places. I personally haven't found any issues with it.

  39. #2089
    True but still, you have to go through every building and click add-ons. Built a Webway Gate far away from the camera and you want it stealthed immediately, well, let's just say I *sigh* every time.

  40. #2090
    The flying one corncobman's Avatar
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    I just didn't like the way the Webway Gates operated in the original game. Aside from only paying once for cloaking all buildings in the base, the toggling annoyed me somewhat (you'd still have to toggle the ability on for each Webway anyway). I don't really consider using the cloaking until quite late in the game so as Riotlung says, you should have the resources by that stage.

    I made the Webway transporting similar to the IG tunneling because before you could instantly load and unload everything in one go. What you do is you load up your troops into one building, then select the building you want them to move to and you can see all of the troops that have been loaded previously, then click on a troop icon so the icon moves to the box below and becomes bigger, wait for the timer and then you can unload them.
    Last edited by corncobman; 4th Jun 11 at 1:42 AM.

  41. #2091
    Ok, I played another game of Eldar, I guess the Webway system is not THAT bad after all. Thanks for the gate travel tip Corn.

    And guess what, in my opinion, I don't find any cosmetical issues about them, you like the Eldar Corn? I find them perfect besides the Webway add-ons. Maybe the fleet of foot removed too, but who uses it?

  42. #2092
    The flying one corncobman's Avatar
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    I use Eldar from time to time, I very much enjoy using them mainly because of the Nightspinner and the Wraithguards.

  43. #2093
    He he he, Wraithguard rule! Nightspinners are anti infantry right?

  44. #2094
    The flying one corncobman's Avatar
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    Yeah they are the Eldar's artillery unit, good against large groups of infantry, for disruption and slowing them down.

  45. #2095
    I got a crash to desktop while playing against the Sisters stronghold. I was the Eldar and I was about to beat the last stronghold in under 1 hour and the game crashed. Warning logs were useless but I can tell you it was RIGHT at the end of the Living Saint defeat.

    Can't tell you anything more, sorry about that.

    ----------

    I got a crash to desktop while playing against the Sisters stronghold. I was the Eldar and I was about to beat the last stronghold in under 1 hour and the game crashed. Warning logs were useless but I can tell you it was RIGHT at the end of the Living Saint defeat.

    Can't tell you anything more, sorry about that.

  46. #2096
    The flying one corncobman's Avatar
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    I don't remember changing the Sisters stronghold much so I'm wondering why it could cause a crash.

  47. #2097
    ...Oh. Well I can play again. I'll edit this post when I encounter the problem again (if I do).

    Huh, no problem this time. It did crash the first time. This is strange, very strange.
    Last edited by Cylarne_04; 12th Jun 11 at 1:49 PM.

  48. #2098
    The flying one corncobman's Avatar
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    Oooh - random crashes to desktop that are near impossible to replicate, I love those.

    Oh wait.

  49. #2099
    The flying one corncobman's Avatar
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    Finally - an update!

    Download the attrib file here or here or here

    Download the art file here
    Last edited by corncobman; 20th Jun 11 at 11:47 AM.

  50. #2100
    Yay a new version!

    PS: Your requests are done. Just need OE help...

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